>>48449351There's too many to list in a single post. The changelog is in the download, but I'll list the most notable changes here:
>Leader switching in almost any dungeon (Mt Mistral/Nightmare/Spacial Rift/Dark Crater's first visits disallow it for some reason, but this only applies for the first visits). Switch by opening the team menu like in RT.>almost entirely new set of starters, boy/girl have their own set of starters. Many of the generally weaker starters have been given slightly better stats, or slightly improved movesets (Hoppip for example gets actual attacks)>faster text/drink making/lottery drawing>made Team Charm/Cresselia suck less>To compensate for Dark Crater being shorter, Darkrai's minions have been replaced with far more fearsome Pokemon>Manual team control by pressing Start. Highly useful for Monster House boss fights>nerfed the Steel type by removing its Dark/Ghost resistances sorry Bronzong>Aegis Cave sections are 1 floor long, all the unown that don't drop stones you need are removed, and the spawn rate has been cranked up. No more being stuck in this dungeon for upwards of an hour due to bad luck>Put a few surprises in dungeons here and there>made the Mystery Part/Secret Slab legendaries guaranteed recruits admittedly have not been able to test this change yet>swapped most hindering abilities for "not bad" abilities, such as giving Zigzagoon Keen Eye instead of the Belly-draining Gluttony>made the wingull line a pile of experience, think of them like the Metal Slimes of the game>Hold L and hit A/B/X/Y to use your moves. There's no overlay, but it'll work like it does in Gates onward.>Benched mons get exp so you can actually use recruits without them being 20+ levels below you lategame>dried up the water in the Golden Chamber, now any pokemon can get the chests>put Kangaskhan Rocks in Dojo/Cafe>Nectars put in a few dungeons to assist the IQ grind and allow for skills in the story1/2